veloren/common/src/comp/character_state.rs
2020-01-01 09:16:29 -08:00

196 lines
5.7 KiB
Rust

use self::ActionState::*;
use super::states::*;
use crate::{
comp::{Body, ControllerInputs, Ori, PhysicsState, Pos, Stats, Vel},
event::{EventBus, LocalEvent, ServerEvent},
state::DeltaTime,
};
use specs::LazyUpdate;
use specs::{Component, Entity, FlaggedStorage, HashMapStorage, NullStorage};
use sphynx::Uid;
use std::time::Duration;
pub struct EcsStateData<'a> {
pub entity: &'a Entity,
pub uid: &'a Uid,
pub character: &'a CharacterState,
pub pos: &'a Pos,
pub vel: &'a Vel,
pub ori: &'a Ori,
pub dt: &'a DeltaTime,
pub inputs: &'a ControllerInputs,
pub stats: &'a Stats,
pub body: &'a Body,
pub physics: &'a PhysicsState,
pub updater: &'a LazyUpdate,
pub server_bus: &'a EventBus<ServerEvent>,
pub local_bus: &'a EventBus<LocalEvent>,
}
pub struct StateUpdate {
pub character: CharacterState,
pub pos: Pos,
pub vel: Vel,
pub ori: Ori,
}
#[derive(Clone, Copy, Debug, PartialEq, Serialize, Deserialize, Eq, Hash)]
pub enum MoveState {
Stand(StandState),
Run(RunState),
Sit(SitState),
Jump(JumpState),
Fall(FallState),
Glide(GlideState),
Swim(SwimState),
Climb(ClimbState),
}
#[derive(Clone, Copy, Debug, PartialEq, Serialize, Deserialize, Eq, Hash)]
pub enum ActionState {
Idle(IdleState),
Wield(WieldState),
Attack(AttackKind),
Block(BlockKind),
Dodge(DodgeKind),
// Interact?,
}
#[derive(Clone, Copy, Debug, PartialEq, Serialize, Deserialize, Eq, Hash)]
pub enum AttackKind {
BasicAttack(BasicAttackState),
Charge(ChargeAttackState),
}
#[derive(Clone, Copy, Debug, PartialEq, Serialize, Deserialize, Eq, Hash)]
pub enum BlockKind {
BasicBlock(BasicBlockState),
}
#[derive(Clone, Copy, Debug, PartialEq, Serialize, Deserialize, Eq, Hash)]
pub enum DodgeKind {
Roll(RollState),
}
impl ActionState {
pub fn is_equip_finished(&self) -> bool {
match self {
Wield(WieldState { equip_delay }) => *equip_delay == Duration::default(),
_ => true,
}
}
/// Returns the current `equip_delay` if in `WieldState`, otherwise `Duration::default()`
pub fn get_delay(&self) -> Duration {
match self {
Wield(WieldState { equip_delay }) => *equip_delay,
_ => Duration::default(),
}
}
pub fn is_attacking(&self) -> bool {
match self {
Block(_) => true,
_ => false,
}
}
pub fn is_blocking(&self) -> bool {
match self {
Attack(_) => true,
_ => false,
}
}
pub fn is_dodging(&self) -> bool {
match self {
Dodge(_) => true,
_ => false,
}
}
pub fn is_wielding(&self) -> bool {
if let Wield(_) = self {
true
} else {
false
}
}
pub fn is_idling(&self) -> bool {
if let Idle(_) = self {
true
} else {
false
}
}
}
/// __A concurrent state machine that allows for separate `ActionState`s and `MoveState`s.__
///
/// _Each state can optionally override the other through `*_disabled` flag_
#[derive(Clone, Copy, Debug, PartialEq, Serialize, Deserialize, Eq, Hash)]
pub struct CharacterState {
/// __How the character is currently moving, e.g. Running, Standing, Falling.__
///
/// _Primarily `handle()`s updating `Pos`, `Vel`, `Ori`, and lower body animations.
/// Can be overidden by `ActionState`s using `move_disabled` flag. Example: `ChargeAttackState`_
pub move_state: MoveState,
/// __How the character is currently acting, e.g. Wielding, Attacking, Dodging.__
///
/// _Primarily `handle()`s how character interacts with world, and upper body animations.
/// Can be overidden by `MoveState`s using `action_disabled` flag. Example: `GlideState`_
pub action_state: ActionState,
}
impl CharacterState {
/// Compares `move_state`s for shallow equality (does not check internal struct equality)
pub fn is_same_move_state(&self, other: &Self) -> bool {
// Check if state is the same without looking at the inner data
std::mem::discriminant(&self.move_state) == std::mem::discriminant(&other.move_state)
}
/// Compares `action_state`s for shallow equality (does not check internal struct equality)
pub fn is_same_action_state(&self, other: &Self) -> bool {
// Check if state is the same without looking at the inner data
std::mem::discriminant(&self.action_state) == std::mem::discriminant(&other.action_state)
}
/// Compares both `move_state`s and `action_state`a for shallow equality
/// (does not check internal struct equality)
pub fn is_same_state(&self, other: &Self) -> bool {
self.is_same_move_state(other) && self.is_same_action_state(other)
}
}
impl Default for CharacterState {
fn default() -> Self {
Self {
move_state: MoveState::Fall(FallState),
action_state: ActionState::Idle(IdleState),
}
}
}
impl Component for CharacterState {
type Storage = FlaggedStorage<Self, HashMapStorage<Self>>;
}
#[derive(Clone, Copy, Debug, Default, PartialEq, Serialize, Deserialize, Eq, Hash)]
pub struct OverrideState;
impl Component for OverrideState {
type Storage = FlaggedStorage<Self, NullStorage<Self>>;
}
#[derive(Clone, Copy, Debug, Default, PartialEq, Serialize, Deserialize, Eq, Hash)]
pub struct OverrideAction;
impl Component for OverrideAction {
type Storage = FlaggedStorage<Self, NullStorage<Self>>;
}
#[derive(Clone, Copy, Debug, Default, PartialEq, Serialize, Deserialize, Eq, Hash)]
pub struct OverrideMove;
impl Component for OverrideMove {
type Storage = FlaggedStorage<Self, NullStorage<Self>>;
}